In my experience, it isn't as easy for WFT to approach than other characters(I said "my experience," not "it's a rule."). That being said, it can be done.
WFT has a lot of punishing tools to get under the opponent's skin, so make that your priority.
Dash dancing is one tool to use because of her great pivot side tilt. Use the front end to knock opponents away, or use the leg end for air combos. At low percents (0-30% for most fighters), you can combo back-end side tilt into side B (the head part) for a free 30ish %. At higher percents, try the SHFFL or double-jumped Nair true combos.
Here's a (poor quality) video of what I mean. I advance with a pivot reverse side tilt, and then go in for the spike.
You can also use that new "pivot edge turn move"or whatever it's called (dash backwards, move forwards into your pivot aviation, then press an attack button as you're letting go of the control stick) as both a feint and an opportunity to land a sliding uptilt or jab combo. If you jab cancel, you can grab the opponent or whichever move you choose.
Using WFT's air mobility is also a solid way to approach and/or bait. A good way to feel out the opponent's evasive strategies is to use an advancing short hop SS (uncharged) to see their response from a safe distance while still getting close enough to attack if they leave themselves open. This approach is also useful against heavy projectile-use characters like the Links, Robin and Bowser Jr. because it mimics their own style of playing (use a projectile, follow up with more or a physical attack), which some of the players are only used to giving WITH, not AGAINST. DHD and Pikachu, not so much because of their shortness.
Another aerial tech is to use a falling Bair. It's a powerful punish , but only open with it if you're falling away from the opponent so that you land away from them on shield. After doing it once, consider jumping towards the enemy once, then using the second jump away from them as a mind game or to catch mistakes. If you use the double jump forwards, then backwards towards the ledge, you can time your side B so that the ball skims the ground and pops the opponent when they might have dropped their shield. You'll land on the edge, so you'll have a few free invincible seconds. Just don't linger.
I could go on, but WFT is all about unorthodox moves and mobility. Use those tools to your advantage, and options should open up for you.